unreal.SkeletalMeshLODGroupSettings¶
- class unreal.SkeletalMeshLODGroupSettings¶
Bases:
unreal.StructBaseSkeletal Mesh LODGroup Settings
C++ Source:
Module: Engine
File: SkeletalMeshLODSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
bake_pose(AnimSequence): [Read-Write] Bake Pose: Pose which should be used to reskin vertex influences for which the bones will be removed in this LOD level, uses ref-pose by defaultbone_filter_action_option(BoneFilterActionOption): [Read-Write] Bone Filter Action Option: Bones which should be removed from the skeleton for the LOD levelbone_list(Array(BoneFilter)): [Read-Write] Bone List: Bones which should be removed from the skeleton for the LOD levelbones_to_prioritize(Array(Name)): [Read-Write] Bones to Prioritize: Bones which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.lod_hysteresis(float): [Read-Write] LODHysteresis: Used to avoid ‘flickering’ when on LOD boundary. Only taken into account when moving from complex->simple.reduction_settings(SkeletalMeshOptimizationSettings): [Read-Write] Reduction Settings: The optimization settings to use for the respective LOD levelscreen_size(PerPlatformFloat): [Read-Write] Screen Size: The screen sizes to use for the respective LOD levelsections_to_prioritize(Array(int32)): [Read-Write] Sections to Prioritize: Sections which should be prioritized for the quality, this will be weighted toward keeping source data. Use WeightOfPrioritization to control the value.weight_of_prioritization(float): [Read-Write] Weight Of Prioritization: How much to consideration to give BonesToPrioritize and SectionsToPrioritize. The weight is an additional vertex simplification penalty where 0 means nothing.